Planar Warrior

From Dreams of Hope

Planar warriors are those who have, for one reason or another, forged a connection to the Inner Planes (Shadow and the elemental planes) of reality. Starting with the Border Shadow, they learn to manipulate the otherworldly energies for attack, defense, and movement. As their connection grows, they bond to two of the Inner planes more specifically and devote themselves to those particular energies.

Class Features

As a planar warrior, you gain the following class features.

Hit Points

Hit Dice: 1d10 per planar warrior level

Hit Points at 1st Level: 10 + your Constitution modifier

Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per planar warrior level after 1st.

Proficiencies

Armor: Light armor, medium armor, shields

Weapons: Simple weapons, martial weapons

Tools: None

Saving Throws: Intelligence, Constitution

Skills: Choose two skills from History, Investigation, Nature, Perception, Persuasion, and Religion.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

(a) scale mail or (b) leather armor, a longbow and a quiver of 20 arrows

(a) a martial weapon and a shield or (b) two martial weapons

(a) an explorer’s pack or (b) a dungeoneer’s pack

(a) a light crossbow and 20 bolts or (b) two handaxes

Planar Warrior

Level Proficiency
Bonus
Features Spells
Known
1st 2nd 3rd 4th 5th
1st +2 Planar Attunement,
Protective Ward
-- -- -- -- -- --
2nd +2 Fighting Style,
Spellcasting
2 2 -- -- -- --
3rd +2 Planar Devotion,
Devotion Spells
3 3 -- -- -- --
4th +2 Ability Score Improvement 3 3 -- -- -- --
5th +3 Extra Attack 4 4 2 -- -- --
6th +3 Planar Adaptation Improvement,
Elemental Resistance
4 4 2 -- -- --
7th +3 Planar Devotion Feature 5 4 3 -- -- --
8th +3 Ability Score Improvement,
Improved Protective Ward
5 4 3 -- -- --
9th +4 -- 6 4 3 2 -- --
10th +4 Planar Jaunt 6 4 3 2 -- --
11th +4 Echoing Strike,
Planar Adaptation Improvement
7 4 3 3 -- --
12th +4 Ability Score Improvement 7 4 3 3 -- --
13th +5 -- 8 4 3 3 1 --
14th +5 Perfected Protective Ward,
Planar Adaptation Improvement
8 4 3 3 1 --
15th +5 Planar Devotion Feature 9 4 3 3 2 --
16th +5 Ability Score Improvement 9 4 3 3 2 --
17th +6 -- 10 4 3 3 3 1
18th +6 Planar Bond, Planar Body 10 4 3 3 3 2
19th +6 Ability Score Improvement 11 4 3 3 3 2
20th +6 Planar Devotion Feature 11 4 3 3 3 2

Planar Attunement

At first level you gain proficiency in the Arcana skill (or another skill of your choice if you already have proficiency with Arcana). When you make an ability check that adds your arcana proficiency to recall information about creatures or magic relating to other planes (other than the Mortal), you can add twice your proficiency bonus instead. Additionally, choose one of the inner planes: one of the general Elemental planes (Fire, Earth, Air, or Water) or Shadow. You have advantage on any ability checks you make when you are tracking, interacting with, or identifying creatures from this plane or sub-planes (or their works). You also suffer no ill environmental effects that might otherwise occur while you are on this plane. When you reach level 6, level 11 and level 14, choose another plane from this list to gain the same benefits.

Protective Ward

Starting at first level you have learned to wrap yourself in a thin layer of the Border Ethereal to protect yourself from harm, shunting part of the force of blows and spells into that liminal space. As a bonus action on your turn you can activate the ward, which lasts until the end of your next turn. While the ward is active, subtract your Intelligence modifier from all damage you take. This stacks with other sources of damage reduction such as resistances or immunities in the usual fashion (SRD 97). You can activate your protective ward two times. You regain all expended uses when you finish a long rest.

Fighting Style

At 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Two-Weapon Fighting

When you engage in two-weapon fighting, you add your ability modifier to the damage of the second attack.

Spellcasting

By 2nd level, you have learned to draw on the magic of other planes to cast spells much like a wizard does. Unlike a wizard, you do not use a spellbook. See chapter 10 of the Player’s Handbook for the general rules of spellcasting and the end of this document for the planar warrior spell list.

Spell Slots

The planar warrior table shows how many spell slots you have to cast your spells of 1st level or higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. Spells Known of 1st Level and Higher You know two 1st-level spells of your choice from the planar warrior spell list.

The Spells Known column of the planar warrior table shows when you learn more planar warrior spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the planar warrior spells you know and replace it with another spell from the planar warrior spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Intelligence is your spellcasting ability for planar warrior spells, since your magic relies on an understanding of the interactions between the planes. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a planar warrior spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier

Ritual Casting

You can cast a planar warrior spell you know as a ritual if that spell has the ritual tag.

Planar Devotion

At 3rd level you have become devoted to a particular combination of planes that influences your abilities. Four of these devotions are detailed at the end of this class description: Lava Devotion, Storm Devotion, Devouring Winter Devotion, and Radiant Summer Devotion. Your choice grants you features at 3rd level and again at 7th, 15th, and 20th level.

Devotion Spells

Each Planar Devotion has a list of associated spells. You gain access to these spells at the levels specified in the devotion description. These count as spells known for you but do not count against the limit of spells you can know.

If you gain a devotion spell that doesn’t appear on the Planar Warrior spell list, the spell is nonetheless a planar warrior spell for you.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Planar Resistance

Starting at 6th level, as an action you can expend a spell slot to gain resistance to one of the following damage types of your choice for one hour: acid, cold, fire, lightning, thunder, necrotic, radiant. This requires concentration as if concentrating on a spell.

For each level of spell slot above 1st that you expend, you can choose one additional creature you can see within 30 feet of you to gain this benefit as well.

Improved Protective Ward

Starting at 8th level, you can extend your protective ward’s effects to others. While your ward is active you can choose to reduce the damage done to an ally within 30 feet instead of yourself by using a reaction when they would take damage. Only one creature can benefit from this reduction on a given turn; protecting an ally removes the protection from you until the end of the current turn. If you have abilities that modify your Protective Ward, they only function if the ward is currently active on yourself.

Planar Jaunt

Starting at 10th level, you have learned to take shortcuts through the border Shadow. As a bonus action on your turn you can teleport to an unoccupied point you can see within 90 feet. Once you use this feature, you must complete a long or short rest before you can use it again.

Echoing Strike

Starting at 11th level, you have learned to wrap energies of the Border Ethereal around your spells and weapons when you strike, creating a duplicate of the initial attack. Once on your turn when you hit with a weapon or spell attack you can choose to repeat the attack against the same target without using an action. The copied version requires its own attack roll and damage roll. If the initial attack dealt bludgeoning, piercing, or slashing damage, the additional attack deals force damage. Otherwise it matches the initial attack’s damage type.

Perfected Protective Ward

Starting at 14th level, you can siphon energy from the damage absorbed by your protective ward, converting it into vitality. When your ward expires you gain temporary hit points equal to your level as long as your ward absorbed at least one point of damage from a hostile creature over its duration. These temporary hit points expire when you complete a short or long rest.

Planar Body

Starting at 18th level, your body is suffused with the stuff of the planes. You no longer need to eat, drink, or breathe.

Planar Bond

Starting at 18th level, your bond with the planes is strong enough to rapidly recharge your stock of warding energies. Your protective ward now regains its uses when you finish a short or long rest.

Planar Warrior Spell List

1st level Absorb Elements (XGtE)

Alarm (R)

Chaos Bolt (XGtE)

Chromatic Orb

Detect Evil and Good

Detect Magic (R)

Ice Knife

Identify (R)

Protection from Evil and Good

Ray of Sickness

Thunderwave

2nd level Acid Arrow

Continual Flame

Darkness

Dragon’s Breath

Flaming Sphere

Pyrotechnics

Rope Trick

Scorching Ray

See Invisibility

Shatter

Snowball Swarm

3rd level Elemental Weapon

Fireball

Fly

Lightning Bolt

Minute Meteors

Protection from Energy

Thunder Step

Tidal Wave

Water Breathing

Water Walk

Wind Wall

Vampiric Touch

4th level Control Water

Fire Shield

Ice Storm

Stoneskin

Wall of Fire


5th level Cone of Cold

Control Winds

Far Step

Maelstrom

Passwall

Transmute Rock

Wall of Force

Planar Devotions

Immolating Lava Devotion

Devotees of Immolating Lava combine fire and earth into destructive blasts of energy against foes that get too close.

Devotion Spells

You gain the devotion spells at the planar warrior levels listed.

Planar Warrior Level Spells
3rd burning hands, earth tremor
5th heat metal, earthbind
9th fireball, meld into stone
13th stoneskin, wall of fire
17th flamestrike, immolation

Burning Ward

After you choose this devotion at level three, your Protective Ward takes on an aspect of explosive fire and earth. All enemies within 10 feet of you when your protective ward expires must make a Strength saving throw against your spellcasting DC. On a failed save they are knocked prone and take fire damage equal to your Intelligence modifier + half your planar warrior level. On a success they take half damage and are not knocked prone.

One with Stone

Beginning at 7th level, you can slowly meld with and travel through stone and earth. As an action, you gain a burrow speed of 10 feet for one minute, but you cannot attack or cast spells during this time. You can carry up to one other person or goods weighing no more than half your carrying capacity with you while you do this, but you do not leave a tunnel behind you.

Fiery Jaunt

Beginning at 15th level, when you use your Planar Jaunt feature you pick up a shroud of elemental fire. Until the end of your next turn, your melee weapon attacks deal extra fire damage equal to your Intelligence modifier and any creature that hits you with an attack from within 5 feet takes fire damage equal to your Intelligence modifier.

Avatar of Lava

At 20th level, your devotion to earth and fire is total. As an action you can transform into an avatar of lava for one minute. While transformed, your size increases to Large if there is room to do so without squeezing, you gain immunity to fire and acid, and all enemies that end their turns within 10 feet of you take 4d6 fire damage unless they succeed on a Dexterity saving throw against your Spellcasting DC. Once you use this feature, you must complete a long rest before you can use it again.

Storm Devotion

Like a hurricane, devotees of the primal storm sweep through the battlefield, leaving only devastation in their wake. Devoted to air and water, they prefer quick attacks and rapid movement to standing and fighting.

Devotion Spells

Planar Warrior Level Spells
3rd feather fall, thunderwave
5th dust-devil, gust of wind
9th fly, lightning bolt
13th dimension door, ice storm
17th cloudkill, steel wind strike

Storm Ward

After you choose this devotion at level three, your Protective Ward takes on an aspect of wind, further protecting you from ranged and opportunity attacks. While your protective ward is active, ranged attacks against you are made at disadvantage and you can Disengage as a bonus action. When you use your bonus action to Disengage, your speed increases by 10 feet until the end of your turn.

Flash Step

Beginning at 7th level, you can move and jump extraordinarily far. Your speed increases by 10 feet, and you can use either Dexterity or Strength to determine the distance you can jump. You always count as having a running start when jumping horizontally, and the vertical distance you can jump increases by your proficiency bonus.

In addition, you make any Dexterity checks to maintain your balance at advantage.

Thunderous Jaunt

Beginning at 15th level, when you use your Planar Jaunt feature you leave a pocket of elemental thunder behind. All enemies within 10 feet of your departure point must make a Constitution saving throw. On a failed save, they take 4d8 thunder damage, are deafened, and cannot take reactions until the beginning of your next turn. On a success they take half damage but suffer no other effects.

Avatar of the Storm

At 20th level, your devotion to air and water is total. As an action you can transform into an avatar of the storm for one minute. While transformed, you are immune to lightning and thunder damage. In addition you gain a fly speed (with hover) equal to twice your normal speed. As an action while transformed you can cast chain lightning once as an 8th level spell without using a spell slot. Once you use this feature, you must complete a long rest before you can use it again.

Devouring Winter Devotion

Those who are drawn to the deathly chill of winter often also find a home among the necrotic, wasting energies of the Waste. These are the devotees of the Devouring Winter. They drain the life from their foes and freeze them in place, hampering their movement and regaining strength from their suffering.

=Devotion Spells

Planar Warrior Level Spells
3rd ice knife, ray of sickness
5th invisibility, snowball swarm
9th speak with the dead, vampiric touch
13th hunger of hadar, fear
17th cone of cold, negative energy flood

Freezing Ward

After you choose this devotion at level three, your Protective Ward takes on an aspect of ice, slowing those that strike you. When a creature hits you with a melee weapon attack for the first time on a turn while your ward is active, they must make a Strength saving throw. On a failed save their speed is reduced to 0 and they cannot take reactions until the end of their next turn. On a successful save their speed is reduced by 10 feet until the end of their next turn. This speed reduction does not stack with itself.

Cold, Dead Memories

Beginning at 7th level, you can commune with the Shadows and learn some of the secret knowledge lost there. You can take 1 minute of meditation to ask a question about a person, place, object, or event. When you do so, make an Intelligence (History) check against a DC of 15. If you fail this check by 5 or more, you take 1d10 necrotic damage and are incapacitated for 1 minute. If you succeed, you learn a relevant fact about your target. For every 5 by which you beat the DC, you learn an additional fact. Every time you use this feature (other than the first) before you take a long rest, the DC increases by 5.

Frost-bound Jaunt

Beginning at 15th level, when you use your Planar Jaunt feature you can use some of the energies to freeze the blood of a target near your destination. Choose one creature within 5 feet of your destination. That target must make a Constitution saving throw. On a failed save they take 6d6 cold damage and are stunned until the end of their next turn. On a successful save they take half damage and are not stunned.

=Avatar of Shadow

At 20th level, your devotion to ice and shadow is total. As an action you can transform into an avatar of shadow for one minute. While transformed, you gain immunity to cold and necrotic damage. In addition, you project an aura of necrotic cold. All enemies that start their turns within 20 feet of you have their speed reduced by 10 feet until the beginning of their next turn and must make a Wisdom saving throw. On a failed save they take 1d10 necrotic damage and 1d10 cold damage. On a successful save they take half damage. Once you use this feature, you must complete a long rest before you can use it again.

Beguiling Summer Devotion

Those who are drawn to the heat of the summer often also find a home among the shifting colors and beguiling sights of Mirrorhaven. These are the devotees of the Beguiling Summer.

=Devotion Spells

Planar Warrior Level Spells
3rd charm person, faerie fire
5th moonbeam, calm emotions
9th daylight, hypnotic pattern
13th hallucinatory terrain, wall of fire
17th destructive wave, seeming

Beguiling Ward

After you choose this devotion at level three, your Protective Ward takes on an aspect of radiance, letting you blind and confuse your foes. Instead of activating your ward, you can instead choose to spend an activation to force up to a number of creatures equal to half your proficiency bonus that you can see within 60 feet of you to make a Wisdom saving throw. On a failed save, they are blinded until the end of your next turn. Creatures blinded by this effect must roll a d6 at the beginning of their turn: on a roll of 1-3 they take no action and remain stationary; on a roll of 4-6 they must use their movement to move a distance equal to their speed in a random direction.

Warmth of Summer

Beginning at 7th level, you can channel the timeless memory of summer and peace to soothe the hearts of those around you. Choose a number of willing creatures equal to your Intelligence modifier that you can see within 30 feet. Each of them can make a saving throw at advantage against an effect that can be ended by a saving throw. Once you use this ability, you must finish a long rest before you can use it again.

Radiant Jaunt

Beginning at 15th level, when you use your Planar Jaunt feature you can use some of the energies to misdirect the enemy. An illusionary duplicate of you is created at your starting point which has your armor class but cannot act and you become invisible until you attack or the duplicate is destroyed. If this duplicate is struck with an attack, the duplicate is destroyed and you become visible again. An attacker that dispels the duplicate takes 2d10 fire damage. The duplicate fades and the invisibility ends after one minute if not sooner.

Avatar of Mirrorhaven

At 20th level, your devotion to the Summer Court of Mirrorhaven is total. As an action you can transform into an avatar of Mirrorhaven for one minute. While transformed, you gain immunity to fire and psychic damage for the duration. In addition, allies who start their turn within 30 feet of you gain temporary hit points equal to your proficiency bonus + your Intelligence modifier and their speed increases by 10 feet. Once you use this feature, you must complete a long rest before you can use it again